Ludologia – naukowe badania gier. Przeszłość, teraźniejszość, przyszłość

Q4 Arts and Humanities
A. Surdyk
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Abstract

The aim of the article is to present similarities and differences in the approaches to the field of ludol- ogy (also known as games research, game studies) in Poland and abroad, on the basis of an analysis of publications and papers presented at conferences of two representative contemporary academic ludological associations – the Polish Polskie Towarzystwo Badania Gier (Games Research Associa- tion of Poland), and the Digital Games Research Association. The achievements of these societies are comparable because of their similar period of activity. The subject of the analysis is the scope of research declared by both associations, the topics of papers presented at international academic conferences organised by them, and the topics of articles occurring in their publications. For the purposes of the analysis, two crucial categories concerning games of all types have been introduced to enable further study of selected texts: the distinction between digital and non-digital games – the former ones refer to electronic games of all types (requiring electricity and based on electronics), and the latter, to any other kinds of games (in some cases also requiring electricity but not electronics). In the analysis, four main thematic categories of papers and articles have been established: (1) texts concerning research in the sphere of digital games, new technologies, new media and related phenomena; (2) texts concerning research on non-digital games and related phenomena; (3) texts concerning other aspects of games and ludology including research on non-specific kinds of games or, quite contrary, concerning different types of games (digital and non-digital) in a particular approach (e.g. educational aspects), methodology of games research, issues common to all games (e.g. players, gameplay, winning/ losing etc.); (4) reviews, reports, forewords, introductory articles and lectures, texts on outstanding scholars etc. The aim of the quantitative analysis is to show the proportions of research devoted to digital games and other issues concerning games research carried out by Polish and foreign ludologists.
本文的目的是通过分析两个具有代表性的当代游戏学学术协会(波兰游戏研究协会和数字游戏研究协会)的出版物和论文,来呈现波兰和国外游戏学(也称为游戏研究)领域的异同。这些社会的成就具有可比性,因为它们的活动时期相似。分析的主题是两个协会宣布的研究范围,他们组织的国际学术会议上发表的论文的主题,以及他们出版物中出现的文章的主题。为了分析的目的,引入了关于所有类型游戏的两个关键类别,以便进一步研究选定的文本:数字和非数字游戏之间的区别-前者指的是所有类型的电子游戏(需要电力和基于电子设备),后者指的是任何其他类型的游戏(在某些情况下也需要电力但不需要电子设备)。在分析中,论文和文章主要分为四个主题类别:(1)关于数字游戏、新技术、新媒体和相关现象领域的研究文本;(2)非数字游戏及相关现象研究文本;(3)有关游戏和游戏学的其他方面的文本,包括对非特定类型游戏的研究,或者相反,以特定方法(如教育方面),游戏研究方法,所有游戏的共同问题(如玩家,玩法,输赢等)研究不同类型的游戏(数字和非数字);(四)评论、报告、前言、介绍性文章、讲座、杰出学者著作等。定量分析的目的是显示波兰和外国游戏学家对数字游戏和其他游戏研究问题的研究比例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Images (Poland)
Images (Poland) Arts and Humanities-Visual Arts and Performing Arts
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